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	<title>Comments on: Shaders must die</title>
	<atom:link href="http://aras-p.info/blog/2009/05/05/shaders-must-die/feed/" rel="self" type="application/rss+xml" />
	<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/</link>
	<description>Random thoughts of a triangle pusher</description>
	<lastBuildDate>Thu, 04 Mar 2010 23:01:48 +0000</lastBuildDate>
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		<item>
		<title>By: Aras Pranckevičius</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-25654</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Sat, 23 Jan 2010 06:18:04 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-25654</guid>
		<description>Yes, OpenShadingLanguage has some very nice ideas. It&#039;s more targeted at offline CPU rendering right now though.</description>
		<content:encoded><![CDATA[<p>Yes, OpenShadingLanguage has some very nice ideas. It&#8217;s more targeted at offline CPU rendering right now though.</p>
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		<title>By: Spudd86</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-25653</link>
		<dc:creator>Spudd86</dc:creator>
		<pubDate>Sat, 23 Jan 2010 06:14:38 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-25653</guid>
		<description>http://code.google.com/p/openshadinglanguage/</description>
		<content:encoded><![CDATA[<p><a href="http://code.google.com/p/openshadinglanguage/" rel="nofollow">http://code.google.com/p/openshadinglanguage/</a></p>
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		<title>By: hornet</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-19304</link>
		<dc:creator>hornet</dc:creator>
		<pubDate>Wed, 03 Jun 2009 08:54:55 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-19304</guid>
		<description>...a shader language as such, no matter the granularity, is the wrong abstraction layer for users. They need a nice graphical user-interface for materials, like the one exposed in ue3, and the one that almost made it into unity a couple of years back :)</description>
		<content:encoded><![CDATA[<p>&#8230;a shader language as such, no matter the granularity, is the wrong abstraction layer for users. They need a nice graphical user-interface for materials, like the one exposed in ue3, and the one that almost made it into unity a couple of years back :)</p>
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	</item>
	<item>
		<title>By: Lost in the Triangles &#187; Blog Archive &#187; Shaders must die, part 3</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18925</link>
		<dc:creator>Lost in the Triangles &#187; Blog Archive &#187; Shaders must die, part 3</dc:creator>
		<pubDate>Sun, 10 May 2009 15:24:28 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18925</guid>
		<description>[...] the series (see Part 1, Part [...]</description>
		<content:encoded><![CDATA[<p>[...] the series (see Part 1, Part [...]</p>
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	<item>
		<title>By: Lost in the Triangles &#187; Blog Archive &#187; Shaders must die, part 2</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18872</link>
		<dc:creator>Lost in the Triangles &#187; Blog Archive &#187; Shaders must die, part 2</dc:creator>
		<pubDate>Thu, 07 May 2009 21:35:55 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18872</guid>
		<description>[...] &#171; Shaders must die [...]</description>
		<content:encoded><![CDATA[<p>[...] &laquo; Shaders must die [...]</p>
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	<item>
		<title>By: ReJ</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18864</link>
		<dc:creator>ReJ</dc:creator>
		<pubDate>Thu, 07 May 2009 07:52:08 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18864</guid>
		<description>Jad: I would not call it repeating, it’s something TODO :)

Number of engines actually do that already. But definitely a TODO for Unity.</description>
		<content:encoded><![CDATA[<p>Jad: I would not call it repeating, it’s something TODO :)</p>
<p>Number of engines actually do that already. But definitely a TODO for Unity.</p>
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		<title>By: hcpizzi</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18837</link>
		<dc:creator>hcpizzi</dc:creator>
		<pubDate>Wed, 06 May 2009 10:55:48 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18837</guid>
		<description>I can&#039;t but agree with you. As you say, it&#039;s old concepts, but not too widespread in the realtime arena.

I&#039;d like to implement this at some point. I like to think of it as &quot;declarative shaders&quot;, in contrast to current &quot;imperative shaders&quot;. As with declarative programming, you express WHAT you want, and not HOW you want it.

As you mention, with this approach you can even test different variations, depending on where you run each piece of the puzzle and how you combine them, so as you say you can move from a forward renderer to a deferred just by instructing the tool to do so.

And you can even output the final shaders for hand tuning and optimization if you want to get the most out of them!!</description>
		<content:encoded><![CDATA[<p>I can&#8217;t but agree with you. As you say, it&#8217;s old concepts, but not too widespread in the realtime arena.</p>
<p>I&#8217;d like to implement this at some point. I like to think of it as &#8220;declarative shaders&#8221;, in contrast to current &#8220;imperative shaders&#8221;. As with declarative programming, you express WHAT you want, and not HOW you want it.</p>
<p>As you mention, with this approach you can even test different variations, depending on where you run each piece of the puzzle and how you combine them, so as you say you can move from a forward renderer to a deferred just by instructing the tool to do so.</p>
<p>And you can even output the final shaders for hand tuning and optimization if you want to get the most out of them!!</p>
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	<item>
		<title>By: Aras Pranckevičius</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18816</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Tue, 05 May 2009 16:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18816</guid>
		<description>@Jad: Renderman Shading Language has separation of surface, light, volume, imager and displacement shaders. So yeah, I&#039;m only repeating what has been invented ages ago.</description>
		<content:encoded><![CDATA[<p>@Jad: Renderman Shading Language has separation of surface, light, volume, imager and displacement shaders. So yeah, I&#8217;m only repeating what has been invented ages ago.</p>
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		<title>By: Dock</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18811</link>
		<dc:creator>Dock</dc:creator>
		<pubDate>Tue, 05 May 2009 13:55:56 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18811</guid>
		<description>I could happily live without &quot;shaders&quot; as we know them. Too many programmers I know enjoy the fact that they keep artists &#039;away&#039; a bit too much.</description>
		<content:encoded><![CDATA[<p>I could happily live without &#8220;shaders&#8221; as we know them. Too many programmers I know enjoy the fact that they keep artists &#8216;away&#8217; a bit too much.</p>
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		<title>By: Aras Pranckevičius</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18810</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Tue, 05 May 2009 13:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18810</guid>
		<description>@tulcod: whoops, fixed. Yes, I&#039;m not proposing changing the shader language, instead I want to use some &quot;higher level language&quot; that has backends for various hardware shaders. This &quot;higher level language&quot; should not be tied into how the hardware operates though (for most uses).</description>
		<content:encoded><![CDATA[<p>@tulcod: whoops, fixed. Yes, I&#8217;m not proposing changing the shader language, instead I want to use some &#8220;higher level language&#8221; that has backends for various hardware shaders. This &#8220;higher level language&#8221; should not be tied into how the hardware operates though (for most uses).</p>
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	<item>
		<title>By: tulcod</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/comment-page-1/#comment-18808</link>
		<dc:creator>tulcod</dc:creator>
		<pubDate>Tue, 05 May 2009 13:17:35 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=324#comment-18808</guid>
		<description>&quot;Most of this can wrong&quot; ??
?
??!

proofread your articles better next time ;)

i kinda agree with you, btw: shaders aren&#039;t in an ideal state right now. but i don&#039;t know if changing the shader language would fix this. rather, there should be some kind of compiler which compiles what you propose to the shaders we&#039;re used to. this compiler could later be extended to support raytracing and all that. i think this makes more sense, since it doesn&#039;t stop you from using traditional shaders, which can be very powerful</description>
		<content:encoded><![CDATA[<p>&#8220;Most of this can wrong&#8221; ??<br />
?<br />
??!</p>
<p>proofread your articles better next time ;)</p>
<p>i kinda agree with you, btw: shaders aren&#8217;t in an ideal state right now. but i don&#8217;t know if changing the shader language would fix this. rather, there should be some kind of compiler which compiles what you propose to the shaders we&#8217;re used to. this compiler could later be extended to support raytracing and all that. i think this makes more sense, since it doesn&#8217;t stop you from using traditional shaders, which can be very powerful</p>
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